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@ -1,279 +0,0 @@
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GLQuake Drivers for Voodoo Graphics Based 3D Accelerators
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Preliminary Release 2
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Copyright ( 1997 3Dfx Interactive, Inc. )
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All Rights Reserved
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|
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3Dfx Interactive, Inc.
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www: www.3dfx.com
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news: news.3dfx.com
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-----------------------------------------------------------------------
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NOTE: GLQuake requires DirectX 2.0 or DirectX 3.0
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(Needed for DirectSound support)
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|
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DirectX 2.0 or DirectX 3.0 can be installed from the media provided
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with your Voodoo Based 3D Accelerator.
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-----------------------------------------------------------------------
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|
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|
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|
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Release Notes for GLQuake Preliminary Release 2 (Quake Version 1.07)
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|
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-----------------------------------------------------------------------
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What's in the distribution?
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-----------------------------------------------------------------------
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This distribution contains GLQuake Drivers for Voodoo Graphics Based 3D
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Accelerators. These drivers were tested on the following boards:
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- Diamond Monster 3D
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- Orchid Righteous 3D
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- 3Dfx Interactive reference boards
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|
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NOTE: The enclosed drivers are not meant to replace any Direct3D or
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Glide drivers provided by your Voodoo Graphics card manufacturer.
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Please obtain supported drivers from:
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- Diamond supported drivers can be obtained from www.diamondmm.com
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||||
- Orchid supported drivers can be obtained from www.orchid.com
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Included Files
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--------------
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OPENGL32.DLL - QuakeGL Interface to Voodoo Graphics
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FXMEMMAP.VXD - Voodoo Graphics VXD
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GLQUAKE.EXE - ID Software provided GLQUAKE.EXE
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README.TXT - ID Software provided README.TXT
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READ3DFX.TXT - This File
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All enclosed files MUST reside in your Quake directory and not in the
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Windows\SYSTEM directory.
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OEMSR2 users: Do NOT replace OPENGL32.DLL located in your
|
||||
Windows\SYSTEM directory.
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||||
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
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Installation
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-----------------------------------------------------------------------
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|
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Requirements
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------------
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- Voodoo Graphics Based 3D Accelerator
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- Windows 95
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- A PC with a Pentium 90 or higher CPU
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- 16MB of RAM
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- 2D Video card set at 16 bit or higher color
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Installation
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------------
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Adding GLQuake Driver Support
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-----------------------------
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1) Install the FULL Version (Not the Shareware version!) of Quake.
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2) Copy the GLQUAKE.EXE and other associated files from the GLQuake
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ZIP file to your Quake Directory. (Use Windows Explorer)
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3) Copy the enclosed OPENGL32.DLL file to your Quake Directory.
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(Use Windows Explorer) NOTE: DO NOT COPY OPENGL32.DLL to your
|
||||
Windows\SYSTEM directory
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|
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4) Create a Desktop Shortcut for GLQuake: Using the right mouse button
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drag the GLQUAKE.EXE file from Windows Explorer to the Desktop.
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When prompted choose "Create Shortcut"
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|
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5) Create an autoexec.cfg file in the ID1\ directory of your quake
|
||||
installation if you do not already have one. Add the line
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|
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gl_playermip "2"
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|
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to the file.
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6) Start GLQuake by running the shortcut.
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|
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|
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Troubleshooting and Frequently Asked Questions
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----------------------------------------------
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1. Will GLQuake work with shareware Quake?
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No, the full registered version of Quake is required.
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|
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2. Do I need any other drivers to run GLQuake on Voodoo Graphics?
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|
||||
Just make sure that the FXMEMMAP.VXD file is in your Windows\SYSTEM
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directory and that DirectX 2.0, DirectX 3.0 or DirectX 3.0a are
|
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installed as GLQuake uses DirectSound. The latest version of DirectX
|
||||
can be obtained from:
|
||||
http://www.microsoft.com/mediadev/download/isdk.htm
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||||
|
||||
|
||||
|
||||
3. I installed GLQuake and try to run the GLQUAKE.EXE file but I get a
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||||
"no RGB fullscreen modes available" How do I get GLQuake to run?
|
||||
|
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Make sure that your 2D video card is set to 16bit color (65K colors,
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not 16 colors). In addition, do not start GLQuake from a full screen
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||||
MS-DOS prompt.
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|
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|
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|
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4. GLQuake comes up for a little while then drops me back to the
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Windows 95 desktop, what's wrong?
|
||||
|
||||
Your Virtual Memory settings on your system should be increased. Open
|
||||
Control Panel, System - click on the Performance tab and then click on
|
||||
Virtual Memory. Adjust the settings so that the minimum swap file size
|
||||
is 80MB. You may also want to delete all the mesh files - do this by
|
||||
deleting the quake\ID1\glquake directory.
|
||||
|
||||
|
||||
|
||||
5. Why does GLQuake try to connect to my Internet connection whenever
|
||||
it starts?
|
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|
||||
GLQuake uses Windows networking. Auto-Dial is likely enabled in your
|
||||
Internet Control Panel or in Internet Explorer Options. Single
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Player users: To disable Network use in GLQuake and prevent the
|
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network connection screen from coming up, add "-nolan" to the
|
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GLQUAKE.EXE command line, example:
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GLQUAKE.EXE -nolan
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|
||||
|
||||
|
||||
|
||||
6. I have a three button mouse, but I can't use or set the middle
|
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button in GLQuake, what's wrong?
|
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|
||||
To use a three button mouse with GLQuake, your Windows mouse driver
|
||||
must support three buttons. Use the Logitech PS/2, Serial or Bus
|
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driver instead of the Microsoft or Standard PS/2, Serial or Bus driver.
|
||||
Also, make certain that your Mouse control panel sets the middle button
|
||||
to "middle" and not "double click".
|
||||
|
||||
|
||||
|
||||
7. Mouse input seems jumpy, how do I fix that?
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|
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From the console (hit the ~ tilde key), enter m_filter 1 <enter>
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This option can be added to the AUTOEXEC.CFG file (in the \ID1
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directory). You may also add this option to the GLQUAKE.EXE command
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line, example:
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GLQUAKE.EXE +m_filter 1
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|
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|
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|
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8. While playing GLQuake the sound stutters, how do I fix it?
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|
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If your sound card does not support DirectSound, you may encounter
|
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stuttering sound during game play. Try adding the following value to
|
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the CONFIG.CFG file (in the quake\ID1 directory):
|
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_snd_mixahead ".14"
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|
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|
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|
||||
9. When I hit ALT-TAB or the Windows start button to switch to another
|
||||
application why do I return to a 640x480 display?
|
||||
|
||||
GLQuake by default needs to keep the 2D display at 640x480 while it is
|
||||
running. To return the display to your normal setting you must exit
|
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GLQuake. To prevent this, add the following to the GLQUAKE.EXE command
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||||
line options "+_windowed_mouse 1" and "-window" example:
|
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GLQUAKE.EXE +_windowed_mouse 1 -window
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|
||||
|
||||
|
||||
10. GLQuake multiplayer can't find other games or won't connect.
|
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|
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GLQuake uses Windows 95 Networking. Verify that the correct networking
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components are installed and that you can connect to the other machine
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using File and print sharing or TCP/IP ping. If you are using IPX also
|
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make certain that the frame type is the same on all the systems.
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|
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11. GLQuake multiplayer slows down alot, how do I fix it?
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|
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Add gl_playermip 2 to the AUTOEXEC.CFG file (in the \ID1 directory)
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You may however add "+gl_playermip 2" to the GLQUAKE.EXE command line,
|
||||
example:
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GLQUAKE.EXE +gl_playermip 2
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12. Does the Activision(r) Scourge of Armagon add-on (Mission Pack 1)
|
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work with GLQuake?
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||||
|
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Yes, start GLQUAKE.EXE with a "-hipnotic" switch. Example:
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GLQUAKE.EXE -hipnotic
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|
||||
|
||||
|
||||
13. Do other 3rd party quake levels work with GLQuake?
|
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|
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Not all 3rd party levels have been tested, some may not work properly
|
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or optimally.
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|
||||
|
||||
|
||||
14. Will GLQuake use a Voodoo Graphics accelerator under Windows NT?
|
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|
||||
The 3Dfx GLQuake drivers currently only work under Windows 95.
|
||||
|
||||
|
||||
|
||||
15. After installing GLQuake the OpenGL screen savers in Windows 95
|
||||
(OEMSR2) don't work. What's wrong?
|
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|
||||
The OpenGL Windows 95 screen savers in OEMSR2 will fail if you copied
|
||||
the OPENGL32.DLL file that comes with GLQuake to your Windows\SYSTEM
|
||||
directory. The 3Dfx OPENGL32.DLL file only works with Quake. It will
|
||||
not run with other OpenGL applications. If you copied the 3Dfx
|
||||
OPENGL32.DLL to your Windows\SYSTEM directory and need to restore the
|
||||
Microsoft provided OPENGL32.DLL, follow these steps:
|
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|
||||
OEMSR2 Users
|
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------------
|
||||
1) Insert your Windows 95 CD into your CD-ROM drive
|
||||
2) Open a MS-DOS prompt, (Click Start, Programs, MS-DOS Prompt)
|
||||
3) Switch to the Windows\SYSTEM directory, ie:
|
||||
C: <enter>
|
||||
CD\Windows\system <enter>
|
||||
4) At the command prompt, enter:
|
||||
EXTRACT /A E:\WIN95 opengl32.dll <enter>
|
||||
(Substitute E:\ for your CD-ROM drive letter)
|
||||
|
||||
Standard Windows 95 Users
|
||||
-------------------------
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||||
1) Download and reinstall OpenGL for Windows 95 from the source
|
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you previously used.
|
||||
|
||||
|
||||
|
||||
16. How do I get support for GLQuake
|
||||
|
||||
GLQuake is currently unsupported. You may however find answers to
|
||||
questions on various Quake dedicated websites. 3Dfx provides a GLQuake
|
||||
newsgroup on news.3dfx.com (Newsgroup name is 3dfx.games.glquake ) to
|
||||
discuss GLQuake with other users. 3Dfx also provides a regularly
|
||||
updated GLQuake FAQ at: http://www.3dfx.com/game_dev/quake_faq.html
|
||||
|
||||
|
||||
|
||||
16. How do I send a bug report?
|
||||
|
||||
If your problem is not resolved in this document or our updated FAQ
|
||||
(please see #15) and your bug is related to visual quality, performance
|
||||
or stability send an email to quake_bugs@3dfx.com - Describe your
|
||||
system configuration (CPU Type, CPU Speed, 2D Video Card type, Amount
|
||||
of Memory, Virtual Memory Size..etc.) and how to recreate the bug.
|
||||
|
||||
|
||||
Voodoo Graphics is a trademark of 3Dfx Interactive, Inc. All other
|
||||
trademarks are the property of their respective owners.
|
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@ -1,167 +0,0 @@
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|||
|
||||
NEW NOTE FOR 1.08:
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Joysticks are disabled by defualt now, due to problems on some systems without joysticks installed. Type "joystick 1" at the console, and everything will behave as documented here. This will be saved in your config file, so you will only have to do it once.
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|
||||
Description of Windows 95 Quake DirectInput support
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||||
By: FPgaming, Inc. (www.fpgaming.com) -- Creators of the Assassin 3D
|
||||
File: JOYSTICK.TXT
|
||||
Created: 02/21/97
|
||||
(This may be more information than you ever wanted to know.)
|
||||
|
||||
The joystick support with Windows 95 Quake has been significantly enhanced. Standard joysticks, digital joysticks and new advanced controllers like the FPgaming Assassin 3D, the Logitech WingMan Warrior and the SpaceTec IMC SpaceOrb are all supported.
|
||||
|
||||
To make it work, just verify that your joystick or game controller is selected in the Joystick control panel applet and has been calibrated and tested, then launch Windows 95 Quake (WinQuake.exe or glquake.exe). For standard and new digital joysticks, WinQuake will detect the joystick and automatically configure it. For advanced controllers, you will additionally need to run a config file (or run it from your autoexec.cfg) prior to the device operating. This will set the advanced features for your particular device. This config file should be obtained from your game controller company. The config files for the comman game controllers are included below. If you don't want your joystick or game controller enabled, add '-nojoy' to your command-line.
|
||||
|
||||
|
||||
Standard Joystick Support
|
||||
The standard joystick support has been enhanced to provide the following:
|
||||
1. proportional movement (the farther you move the stick, the faster you move)
|
||||
2. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)
|
||||
3. sensitivity setting for each control (allows tuning and inverting the control direction)
|
||||
4. dead-zone setting for each control
|
||||
|
||||
The default joystick setting is for joystick left/right movement to control turning and for joystick forward/backward movement to control moving forward/backward. For optional strafing, add the 'sidestep' feature to one of your buttons (via the Customize menu). For optional looking, add the 'mouse look' feature to one of your buttons (also via the Customize menu).
|
||||
|
||||
Additionally, there are several features that you can set from the Options menu. 'Always Run' allows you change your maximum speed from walking to running. 'Invert Mouse' allows you to change the direction the joystick has to move to when looking up and down. 'Lookspring' enables automatic look-forward-when-moving. And, 'Lookstrafe' automatically enables strafing when the 'mouse look' button is pressed.
|
||||
|
||||
The following variables control your sensititivity settings:
|
||||
joyforwardsensitivity - controls the ramp-up speed for moving forward and backward
|
||||
joysidesensitivity - controls the ramp-up speed for moving side to side
|
||||
joypitchsensitivity - controls the speed that you look up and down
|
||||
joyyawsensitivity - controls the speed that you look left to right
|
||||
You can set the sensitivity settings to negative numbers. This inverts the direction of movement for the control. The default sensitivity settings are 1 (or -1). There is no limit on the range; whatever feels good.
|
||||
|
||||
The following variables control your threshold settings:
|
||||
joyforwardthreshold - controls the dead-zone for moving forward and backward
|
||||
joysidethreshold - controls the dead-zone for moving side to side
|
||||
joypitchthreshold - controls the dead-zone for looking up and down
|
||||
joyyawthreshold - controls the dead-zone for looking left and right
|
||||
The threshold settings allow you to control your dead-zone (or no-movement zone). The default threshold settings are .15 (meaning 15% of the full-range). The range of the threshold settings is from 0 to 1. Troublesome analog joysticks may need a larger number (like .2). Premium joysticks can use a smaller number (like .1).
|
||||
|
||||
The joystick sensitivity settings and the threshold settings are not saved after you quit your game as inadvertant settings can really hose your control. If you want to keep any changes, add them into your autoexec.cfg file.
|
||||
|
||||
If your joystick has a POV hat, the buttons are mapped to AUX29-AUX32. So, you get 8 buttons with the Logitech WingMan Extreme and 12 buttons with the Microsoft SideWinder 3D Pro, etc.
|
||||
|
||||
|
||||
Advanced Controller Support
|
||||
The following features have been added:
|
||||
1. support for all 6 axes (X, Y, Z, R, U, V)
|
||||
2. mapping of any axis to any control (Forward, Look, Side, Turn)
|
||||
3. proportional movement for all controls
|
||||
4. sensitivity setting for any control (allows tuning and inverting the control direction)
|
||||
5. threshold setting for any control (allows dead-zone setting)
|
||||
6. support for absolute controls (like joysticks) and relative controls (like trackballs and spinners)
|
||||
7. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)
|
||||
|
||||
To make an advanced controller operate, you will need to get a config file from your game controller company. This file is typically placed in your quake\id1 directory and then it is called within your autoexec.cfg file. For example, if your config file is named gamectrl.cfg, place that file within your quake\id1 directory and add 'exec gamectrl.cfg' in your autoexec.cfg file. If you don't have an autoexec.cfg file, you can create one and just place this one line in it.
|
||||
|
||||
******************************************************************************
|
||||
NOTE: The information below is for game controller companies to integrate their device and for anyone wanting to create a custom setup.
|
||||
|
||||
In addition to the above new variables, there are six more for axis mapping. These are:
|
||||
joyadvaxisx - controls mapping of DirectInput axis X (typically joystick left and right)
|
||||
joyadvaxisy - controls mapping of DirectInput axis Y (typically joystick forward and backward)
|
||||
joyadvaxisz - controls mapping of DirectInput axis Z (typically joystick throttle)
|
||||
joyadvaxisr - controls mapping of DirectInput axis R (typically joystick rudder)
|
||||
joyadvaxisu - controls mapping of DirectInput axis U (custom axis - Assassin 3D trackball left and right, WingMan Warrior SpinControl and SpaceOrb roll)
|
||||
joyadvaxisv - controls mapping of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw)
|
||||
Each joyadvaxis variable can be set to the following controls:
|
||||
0 = Axis not used
|
||||
1 = Axis is for forward and backward movement
|
||||
2 = Axis is for looking up and down (pitch)
|
||||
3 = Axis is for side to side movement
|
||||
4 = Axis is for turning left and right (yaw)
|
||||
Additionally, each axis can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate an axis as a relative axis, add 16 to the above control number. For example, to set the Assassin 3D's axis U to be looking left and right, type 'joyadvaxisu 20'. As another example, to make your rudder pedals contol turning left and right, type 'joyadvaxisr 4'. It's a bit complicated, but only needs to be done once.
|
||||
|
||||
The advanced axes variables will not have any effect until joyadvanced is set to 1.0. Additionally, any changes to the to the axes will not take effect until the joyadvancedupdate command is executed. So, the procedure for creating an advanced mapping is:
|
||||
1. set 'joyadvanced 1'
|
||||
2. make any desired mapping changes
|
||||
3. make any desired sensitivity changes
|
||||
4. make any desired threshold changes
|
||||
3. call 'joyadvancedupdate'
|
||||
|
||||
Here is the config file for the FPgaming Assassin 3D:
|
||||
// ADVA3D.CFG
|
||||
// Revision 1.0 -- refer to www.fpgaming.com for updates
|
||||
joyname "FPgaming Assassin 3D"
|
||||
joyadvanced 1
|
||||
joyadvaxisx 3
|
||||
joyadvaxisy 1
|
||||
joyadvaxisz 0
|
||||
joyadvaxisr 0
|
||||
joyadvaxisu 20
|
||||
joyadvaxisv 18
|
||||
joyforwardsensitivity -1.0
|
||||
joysidesensitivity 1.0
|
||||
joypitchsensitivity -0.25
|
||||
joyyawsensitivity -0.5
|
||||
joyforwardthreshold 0.15
|
||||
joysidethreshold 0.15
|
||||
joyyawthreshold 0.0
|
||||
joypitchthreshold 0.0
|
||||
+mlook
|
||||
joyadvancedupdate
|
||||
|
||||
Here is a config file for the Logitech WingMan Warrior:
|
||||
// ADVWW.CFG
|
||||
// Revision 0.1 -- refer to www.logitech.com for updates
|
||||
joyname "Logitech WingMan Warrior"
|
||||
joyadvanced 1.0
|
||||
joywwhack1 1.0
|
||||
joywwhack2 1.0
|
||||
joyadvaxisx 3
|
||||
joyadvaxisy 1
|
||||
joyadvaxisz 0
|
||||
joyadvaxisr 0
|
||||
joyadvaxisu 20
|
||||
joyadvaxisv 0
|
||||
joyforwardsensitivity -1.0
|
||||
joysidesensitivity 1.0
|
||||
joypitchsensitivity 0.0
|
||||
joyyawsensitivity -0.6
|
||||
joyforwardthreshold 0.15
|
||||
joysidethreshold 0.15
|
||||
joypitchthreshold 0.0
|
||||
joyyawthreshold 0.0
|
||||
joyadvancedupdate
|
||||
|
||||
Here is a config file for the SpaceTec IMC SpaceOrb:
|
||||
// ADVSPORB.CFG
|
||||
// Revision 0.1 -- refer to www.spacetec.com for updates
|
||||
joyname "SpaceTec IMC SpaceOrb"
|
||||
joyadvanced 1.0
|
||||
joyadvaxisx 3
|
||||
joyadvaxisy 1
|
||||
joyadvaxisz 0
|
||||
joyadvaxisr 2
|
||||
joyadvaxisu 0
|
||||
joyadvaxisv 4
|
||||
joyforwardsensitivity -1.0
|
||||
joysidesensitivity 1.0
|
||||
joypitchsensitivity -0.5
|
||||
joyyawsensitivity 1
|
||||
joyforwardthreshold 0.1
|
||||
joysidethreshold 0.1
|
||||
joypitchthreshold 0.1
|
||||
joyyawthreshold 0.1
|
||||
+mlook
|
||||
joyadvancedupdate
|
||||
|
||||
Here is a config file for making your joystick operate looking around and strafing, your rudder pedals control turning left and right and throttle control moving forward and backward:
|
||||
joyname "Joystick, Rudder & Throttle"
|
||||
joyadvanced 1.0
|
||||
joyadvaxisx 3
|
||||
joyadvaxisy 2
|
||||
joyadvaxisz 1
|
||||
joyadvaxisr 4
|
||||
joyadvaxisu 0
|
||||
joyadvaxisv 0
|
||||
joyforwardsensitivity -1.0
|
||||
joysidesensitivity -1.0
|
||||
joypitchsensitivity 1.0
|
||||
joyyawsensitivity -1.0
|
||||
joyforwardthreshold 0.15
|
||||
joysidethreshold 0.15
|
||||
joyyawthreshold 0.15
|
||||
joypitchthreshold 0.15
|
||||
joyadvancedupdate
|
|
@ -1,171 +0,0 @@
|
|||
Glquake v0.97, Quake v1.09 release notes
|
||||
|
||||
3dfx owners -- read the 3dfx.txt file.
|
||||
|
||||
On a standard OpenGL system, all you should need to do to run glquake is put
|
||||
glquake.exe in your quake directory, and run it from there. DO NOT install
|
||||
the opengl32.dll unless you have a 3dfx! Glquake should change the screen
|
||||
resolution to 640*480*32k colors and run full screen by default.
|
||||
|
||||
If you are running win-95, your desktop must be set to 32k or 64k colors
|
||||
before running glquake. NT can switch automatically.
|
||||
|
||||
Theoretically, glquake will run on any compliant OpenGL that supports the
|
||||
texture objects extensions, but unless it is very powerfull hardware that
|
||||
accelerates everything needed, the game play will not be acceptable. If it
|
||||
has to go through any software emulation paths, the performance will likely
|
||||
by well under one frame per second.
|
||||
|
||||
3dfx has provided an opengl32.dll that implements everything glquake needs,
|
||||
but it is not a full opengl implementation. Other opengl applications are
|
||||
very unlikely to work with it, so consider it basically a "glquake driver".
|
||||
See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
|
||||
full screen, but you must still have your desktop set to a 16 bit color mode
|
||||
for glquake to start.
|
||||
|
||||
resolution options
|
||||
------------------
|
||||
We had dynamic resolution changing in glquake for a while, but every single
|
||||
opengl driver I tried it on messed up in one way or another, so it is now
|
||||
limited to startup time only.
|
||||
|
||||
glquake -window
|
||||
This will start glquake in a window on your desktop instead of switching the
|
||||
screen to lower resolution and covering everything.
|
||||
|
||||
glquake -width 800 -height 600
|
||||
Tries to run glquake at the specified resolution. Combined with -window, it
|
||||
creates a desktop window that size, otherwise it tries to set a full screen
|
||||
resolution.
|
||||
|
||||
You can also specify the resolution of the console independant of the screen
|
||||
resolution.
|
||||
|
||||
glquake -conwidth 320
|
||||
This will specify a console resolution of 320 by 240 (the height is
|
||||
automatically determined by the default 4:3 aspect ratio, you can also
|
||||
specify the height directly with -conheight).
|
||||
|
||||
In higher resolution modes such as 800x600 and 1024x768, glquake will default
|
||||
to a 640x480 console, since the font becomes small enough at higher
|
||||
resolutions to become unreadable. If do you wish to have a higher resolution
|
||||
console and status bar, specify it as well, such as:
|
||||
glquake -width 800 -height 600 -conwidth 800
|
||||
|
||||
texture options
|
||||
---------------
|
||||
The amount of textures used in the game can have a large impact on performance.
|
||||
There are several options that let you trade off visual quality for better
|
||||
performance.
|
||||
|
||||
There is no way to flush already loaded textures, so it is best to change
|
||||
these options on the command line, or they will only take effect on some of
|
||||
the textures when you change levels.
|
||||
|
||||
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
|
||||
128, etc), but software quake had a number of textures that repeated at 24
|
||||
or 96 pixel boundaries. These need to be either stretched out to the next
|
||||
higher size, or shrunk down to the next lower. By default, they are filtered
|
||||
down to the smaller size, but you can cause it to use the larger size if you
|
||||
really want by using:
|
||||
|
||||
glquake +gl_round_down 0
|
||||
This will generally run well on a normal 4 MB 3dfx card, but for other cards
|
||||
that have either worse texture management or slower texture swapping speeds,
|
||||
there are some additional settings that can drastically lower the amount of
|
||||
textures to be managed.
|
||||
|
||||
glquake +gl_picmip 1
|
||||
This causes all textures to have one half the dimensions they otherwise would.
|
||||
This makes them blurry, but very small. You can set this to 2 to make the
|
||||
textures one quarter the resolution on each axis for REALLY blurry textures.
|
||||
|
||||
glquake +gl_playermip 1
|
||||
This is similar to picmip, but is only used for other players in deathmatch.
|
||||
Each player in a deathmatch requires an individual skin texture, so this can
|
||||
be a serious problem for texture management. It wouldn't be unreasonable to
|
||||
set this to 2 or even 3 if you are playing competatively (and don't care if
|
||||
the other guys have smudged skins). If you change this during the game, it
|
||||
will take effect as soon as a player changes their skin colors.
|
||||
|
||||
GLQuake also supports the following extensions for faster texture operation:
|
||||
|
||||
GL_SGIS_multitexture
|
||||
Multitextures support allows certain hardware to render the world in one
|
||||
pass instead of two. GLQuake uses two passes, one for the world textures
|
||||
and the second for the lightmaps that are blended on the textures. On some
|
||||
hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
|
||||
can be done in one pass. On hardware that supports this, you will get a
|
||||
60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
|
||||
(such as the Obsidian 2220) support this extension, but other hardware will
|
||||
soon follow.
|
||||
|
||||
This extension will be autodetected and used. If for some reason it is not
|
||||
working correctly, specify the command line option "-nomtex" to disable it.
|
||||
|
||||
GL_EXT_shared_texture_palette
|
||||
GLQuake uses 16bit textures by default but on OpenGL implementations
|
||||
that support the GL_EXT_shared_texture_palette extension, GLQuake will use
|
||||
8bit textures instead. This results in using half the needed texture memory
|
||||
of 16bit texture and can improve performance. This is very little difference
|
||||
in visual quality due to the fact that the textures are 8bit sources to
|
||||
begin with.
|
||||
|
||||
run time options
|
||||
----------------
|
||||
At the console, you can set these values to effect drawing.
|
||||
|
||||
gl_texturemode GL_NEAREST
|
||||
Sets texture mapping to point sampled, which may be faster on some GL systems
|
||||
(not on 3dfx).
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP
|
||||
This is the default texture mode.
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
||||
This is the highest quality texture mapping (trilinear), but only very high
|
||||
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
|
||||
a deal, actually.
|
||||
|
||||
gl_finish 0
|
||||
This causes the game to not issue a glFinish() call each frame, which may make
|
||||
some hardware run faster. If this is cleared, the 3dfx will back up a number
|
||||
of frames and not be very playable.
|
||||
|
||||
gl_flashblend 0
|
||||
By default, glquake just draws a shaded ball around objects that are emiting
|
||||
light. Clearing this variable will cause it to properly relight the world
|
||||
like normal quake, but it can be a significant speed hit on some systems.
|
||||
|
||||
gl_ztrick 0
|
||||
Glquake uses a buffering method that avoids clearing the Z buffer, but some
|
||||
hardware platforms don't like it. If the status bar and console are flashing
|
||||
every other frame, clear this variable.
|
||||
|
||||
gl_keeptjunctions 0
|
||||
If you clear this, glquake will remove colinear vertexes when it reloads the
|
||||
level. This can give a few percent speedup, but it can leave a couple stray
|
||||
blinking pixels on the screen.
|
||||
|
||||
novelty features
|
||||
----------------
|
||||
These are some rendering tricks that were easy to do in glquake. They aren't
|
||||
very robust, but they are pretty cool to look at.
|
||||
|
||||
r_shadows 1
|
||||
This causes every object to cast a shadow.
|
||||
|
||||
r_wateralpha 0.7
|
||||
This sets the opacity of water textures, so you can see through it in properly
|
||||
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
|
||||
(the default). Unfortunately, the standard quake maps don't contain any
|
||||
visibility information for seeing past water surfaces, so you can't just play
|
||||
quake with this turned on. If you just want to see what it looks like, you
|
||||
can set "r_novis 1", but that will make things go very slow. When I get a
|
||||
chance, I will probably release some maps that have been processed properly
|
||||
for this.
|
||||
|
||||
r_mirroralpha 0.3
|
||||
This changes one particular texture (the stained glass texture in the EASY
|
||||
start hall) into a mirror. The value is the opacity of the mirror surface.
|
||||
|
Loading…
Reference in a new issue